﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace WastedMechanics.CharState
{
    public class CharStateIdleM1H : CharStateIdle
    {
        public CharStateIdleM1H(Character chr)
            : base(chr, "IdleM1H")
        {
        }       

        public override void HideWeapon()
        {
            Character.BodyEntity.DetachObjectFromBone(Character.M1HEntity);
            Character.AttachM1HWeaponToPocket(Character.M1HWeapon);
            Character.ArmedCase = Character.ArmedCases.Nothing;

            Character.SwitchState(new CharStateIdleNothing(Character));
        }

        public override void M1HHitOrder(SelectableObject target)
        {
            Character.SwitchState(new CharStateHitM1H(Character, target));
        }

        public override CharState GetWalkState()
        {
            return new CharStateWalkM1H(Character);
        }
        public override CharState GetRunState()
        {
            return new CharStateRunM1H(Character);
        }
        public override CharState GetFallState()
        {
            return new CharStateFallM1H(Character);
        }
        public override CharState GetJumpStandState()
        {
            return new CharStateJumpStandM1H(Character);
        }    
    }
}
